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Variation broken or bones?


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12 réponses à ce sujet

#1
foxunit

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Hey guys, since nobody could help me with my model problem I have to ask, is there a specific bone attached to a weapon? The wiki states that everything has a bone, but it does not say wich one.

So does somebody know?

*has been solved look below*

Modifié par foxunit, 20 février 2010 - 11:50 .


#2
Nattfodd

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Have you tried to import a weapon? What do you see? Are you using Max or Blender?

Tell us more.

#3
foxunit

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Ah of course ^^" my bad Im using Max 08 and I imported some weapons to look at them but as far as I can see, there is a dummy and the actual model. Maybe the bones got cropped since im importing it as FBX.



Whatever the case besides the dummy(rootnode) I dont see any bones

#4
ChewyGumball

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Unless the weapon animates by itself, it will not have a bone. It gets attached to a point on the biped and then animates with that point.

#5
foxunit

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Sooo having the model should be enough right? Maybe someone can look at my model cause it wont work -.-"

#6
Nattfodd

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Heve you tried to import a weapon and to export it without doing any modification with Chewy's exporter tool, to see if it works?




#7
foxunit

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Actually did not tried that I exported the model as FBX and than used Tapzn commandline tool.

Is the result different? I will try that exporter too just to be sure.


Just noticed that the DATool gives me an exception error if I try to open my weapon oO

Modifié par foxunit, 16 février 2010 - 09:04 .


#8
foxunit

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Ok so I used the 3ds max exporter and it did not work either, I did everything as discriped and the sword shows up in the material window but again not as model in my variations, it shows that it recognizes the model but the model does not appear in the item menu



http://img237.images...7/4822/arcq.jpg



is there no tutorial about this? Or any suggetions?

#9
Eshme

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I dont know. Common mistake is that the model is too big, and materials are wrong. What does the size say in 3ds?

#10
Adonnay

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Or the model is named incorrectly so the item_variations is pointing nowhere...

#11
foxunit

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@eshme: it is the same size as the normal weapons compared to an imported sword.



@Adonnay: the model is recognized by the variation and knows where teh model is thats the odd thing oO

#12
Adonnay

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The select option showing up in the toolset doesn't mean it found the model. That just means the _variations file has been loaded correctly.

#13
foxunit

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After some days of tinkering and with the help of Adonnay, thanks again ;) , I finally figured out what the problem was.

The naming can be quite a pain, my file was named w_lsw_ifrit_0 I assumed that the last 3 segments of the name would translate into the variation.gda I prepared, but it did not work.

The naming is working like this in order to add it to the variation, w_lsw_if01a_0 the "if01a" part is splitted after the "if01" meaning that the "a" is seperate (duh), the 0 at the end of the filename does not appear to have any impact.

In the variation correct naming of the file w_lsw_if01_0 would look like this:


Collumn_1 : INT32 11 (*number of variation)
Collumn_2 : String Ifrit (*Name of the object displayed ingame and toolset)
Collumn_3 : String lsw
Collumn_4: String if01
Collumn_5: String a
Collumn_6: String (* appears to be empty)
Collumn_7: INT32 2 (*all weapons have that)

Maybe this will help someone ^^ thanks for your help guys

Modifié par foxunit, 20 février 2010 - 11:04 .